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Blog Update

Dev Update - Happy Halloween and News from our Team

Hello Renowners

As always a huge thank you to both our backers for their support, and to our community here for being awesome, as well as a shout out to our mod team on our official discord.

It's been a little while since we last put out a public update, as we’ve been incredibly busy working behind the scenes on many different systems. Mr. Z has written an update for you to let you know what we’ve been working so hard on lately.

We’ve always tried to make testing fun. What we’re currently doing is extremely important for the future of the game, but it's not as glamorous as shiny new features.
To say thanks for your patience the team (Mostly Mr. Z in his off hours), has created a fun new game mode for you.

We present to you:

Horde Mode



Currently done up in a Halloween theme, the Horde mode is your classic PvPvE wave survival onslaught of attackers.
One player is chosen as the “Skeleton Lord” to lead the enemy Horde.
Living Players attempt to survive until the time runs out.
If you die you become part of the Skeleton Army as it grows in size.
The last player standing is the winner, but for how long?
After they fall, the game starts again.

To be perfectly clear, this is something Mr. Z has been working on his own time in the last few weekends. The vast majority of development hours were not spent creating this game mode. That said, it still provides us with useful data, and we hope it will become a fun thing to keep you going!

Speaking for the entire team, we hope you have a very fun Halloween.
Mr. Z has taken the time to write up some of the majorly important work the Programming team has been up to behind the scenes over the last few months.



Mr. Z speaking, it's time for a general update on how development has been going over the last few months.

We've been incredibly busy and highly productive lately on many different things, one of the biggest has been reworking many old game systems.

Our goal lately has been to take the gameplay systems we've managed to make and essentially optimize the crap out of it. We've had enough playtests of survival mode to know what has been needed to be changed and we got excellent data on which things had poor client/server performance.

Many systems have had a partial/full rewrite, including but not limited to;
The saving system,
The base building systems,
Inventory systems,
Networking subsystems,
Resource gathering, and more.

The goal has been very simple, we want to optimize the game for higher and higher player counts, our goal for early access has always been 50-100 on a server and we're getting very close to reaching it.

One core system that had many hours of work put into it was the new base Maintenance system. Bases once built need resources for maintenance upkeep, these resources are stored in the banner's inventory. This is to ensure people don't just leave abandoned bases all over the map, as buildings will begin taking damage once maintenance upkeep payments are missed. Not only that but this mechanic also puts a soft cap on how big bases can realistically get, as you wouldn't want to build a base too big that farming the resources for the upkeep becomes prohibitively time consuming, especially for solo players and small groups.



Melee combat has also received lots of small improvements as I've been trying to spend more time dueling some of our best players to get a feel for what the highest level melee gameplay plays like. When work was still ongoing in the combat alpha, there weren't many people who could consistently beat me in duels and I'm happy to report that has changed.

Many mechanics with melee have been tweaked considerably to improve the likelihood of solo players being able to have a realistic chance of winning when fighting outnumbered. As well, the ability to aim your swing paths have been buffed considerably to allow more possibilities to outplay opponents through swing manipulation. Morphs and Feinting has received many changes to be much less of a gamble while still remaining a useful mixup during engagements.

In the near future we'll begin implementing the new motion capture animations for melee combat, that work is currently ongoing and we're looking forward to when it's ready to be pushed live.



ItsMoxie has been steadfastly working on a rewrite of many networking subsystems. In our playtests we were hitting pretty big networking bottlenecks so we're converting a lot of game systems to a more optimized networking model. Unfortunately the default networking model for Unreal Engine was optimized for small scale multiplayer arenas like that of Unreal Tournament, however fortunately for us because Epic Games also developed Fortnite we're able to use many of the systems they created for it for the purpose of optimizing large open world games. One of these features that we've implemented is called the "Replication Graph", it helps us support a far larger player count on a large open world map by optimizing the amount of work done by the server to update players in different regions of the map.

Thank you again dear folks. We’ll be putting out an update soon regarding our overall changes to UE5, Animation updates and most excitingly, the various biomes KZ has created for the new map. We’ve got big things coming in the near future and we’re all stoked to show them when they’re ready.

Till Next Time
Ashur

Hotifx 1.0.8.1

1.0.8.1

Fixed up some scaling issues inside the Scoreboard
Fixed crouch canceling running input sometimes
Fixed debug text in the sky
Reworked Resource harvesting system for hunting
Fixed a Damage volume in the Castle still staying active
Fixed Plant Fiber node scaling
Fixed a loadout selection bug
Fixed equipped weapon buttons not updating sometimes
Fixed missed swings that hit the ground costing double stamina
Fixed resource node spawn handling causing nodes to disappear from the map

Patch 1.0.8.0

1.0.8.0

Fixed issues with Ranged weapon zooming
Fixed issue with aiming states with ranged weapons
Fixed not being able to unequip a loaded crossbow
Added sockets on character for quivers and crossbows
Projectiles can stick to surfaces now
Fixed up Archery target
Fixed Projectiles not dropping properly when hitting deers
Fixed up Javelin throwing animations
Toggle Always run is off by default now [Capslock]
Enabled T3 tech again
Added Fountain to Nook FFA
Added a damage volume to the castle basement
Fixed up a bug with maintenance costs causing it to be too high for small bases
Maintenance costs are much lower overall now
Added a new networking subsystem for resource nodes
Fixed the gates on the castle not working sometimes
Added maintenance cost alerts

Patch 1.0.7.2


1.0.7.2

Crafting Menu fixes for crashing
Currently selected weapon now shown on UI elements


1.0.7.0

Optimized Rabbits
Added Color Variation to Rabbits
Movement System Optimizations
Optimized Dropped items
Optimized Sky
Optimized Sleepers
Optimized inventory replication
Reduced NPC counts on the map slightly
Fixed Merchants having invalid items
Fixed Crossbowman Loadout
Buffed Shelf HP
Buffed Wood harvesting rates
Disabled the Bear
Networking Optimizations
Added Maintenance costs
Fixed Early release counting as a hit
Fixed ground hits costing stamina even if you hit a player beforehand
Buffed chained parry stamina gain
Broken items on the ground now display with a broken name
Fixed some input consumption issues
Fixed silver item spawns
Damaging buildings with a weapon now deals more damage to the weapon
Added Damage bonus/malus display on landed attacks
Fixed some recipe names
Nearby Loot bags show up with held interact now (Hold E)
Fixed Wood Gateway collisions
Repair warning message is more clear now
Lowered sound levels of door open/close
Campfire has a crafting menu option now
Fixed archery targets not being placeable
Fixed some building placement warnings
Better warnings for crafting items
Fixed up player joined message displaying wrong names
You can hold shift and drag and drop items to split them now
Added Fat to loot drops
Fixed some item dupe issues
Fixed Clashing with fists
Added a Bash cooldown from a Clash
Buffed Morningstar
Reduced attack lockout on being parried massively
Fixed LTS not working properly
Fixed some inconsistent gather rates for tools and nerfed the benefit from tool tiers
Fixed item durability showing when it wasn't relevant

The Demo has gone Live!

The free demo has gone live as of this post.

https://store.steampowered.com/app/1488310/Renown/

The demo will run between the 21st and 28th of September. We'd like to thank all our backers for the immense support they've given us over these last few years, getting the game this far simply could not have been possible without their support.